The monastic orders are not just a place to seek enlightenment; they are a refuge for those cast off by society; the unwanted, the forgotten. So when a baby wrapped in burlap was found at the gates emitting a lusty cry, the monks did not hesitate to take it in and raise as one of their own. He wasn't quite like the other kids . . .

This build makes use of several optional rules from Unearthed Arcane including the use of traits, the use of flaws, and fractional BAB+ advancement.

This build also makes use of the "monster class" rules. The build takes two levels of Half-ogre (SS) over the course of its development in lieu of LA. If +2 LA races are allowed in your campaign, you can simply start with a Half-ogre Monk 1.

With Large size, Empty Hand Mastery, Improved Natural Attack, and a Monk's Belt, the build's unarmed strikes do a base 9d8. Add the Flying Kick feat, or use your Fists of Iron ability, to do even more damage. In the meantime, use your kawanaga (weighted chain, a special monk weapon) for devastating trip attacks. This build can also be converted into a dangerous grappler by substituting Improved Grapple, Choke Hold, and Grappling Block for Fists of Iron, Sunder, and Eagle Claw Strike.

The first chance he or she gets, the player is going to want to pick up a spiked chain. Remember this is an exotic weapon and the monk cannot flurry with it.

The Tattooed Monk prestige class requires 8 levels of Knowledge (religion). If the player wants the tats, they've got to do the time (meditating, studying koans). He or she is already skills-poor, so this is a notable limitation.

I love flaws, but allowing them gives 2 extra feats at first level, which goes a long way to making this build possible.

You can play this serious (Can a person rise above their birth? Are we defined by our worst instincts? Does it matter who our parents were?) or you can play it light and say that despite all the monks' hard work, an ogre is an ogre is an ogre (think Chris Farley's "White Ninja.")